I tried to write my first program tonight, from scratch (well, actually using a template from the New Project window). Didn't even really get started, because I got too caught up in how I should start. I have a simple design document, but I'm still not familiar enough with Apple's API set and terminology to determine what I should use for the various parts of my applet.
For instance, just to start, should I use UIWindow or IBOutlet UIWindow? What's the difference? (I read about it, but need to digest what they're talking about). For the images, should I use UIImage or UIImageView? The code samples use UIImageView, but UIImage seems more precise to me.
On the topic of views... what should I start with after I figure out my UIWindow dilemma? UIView or UIViewController. The sample apps seem to mix them up and I can't quite tell the superficial differences between the actions they offer. I'm definitely going to have to compare the sample code to the APIs in more detail and see what methods they are using (or not using).
The applet I'm trying to design is a simple "slideshow" type app. I want to be able to load in a list of pictures from the file system and then use the touch-flick action to move from one to the next and back (in a circular fashion). I heard a reference to a controller (or view?) that might be suited to such an activity in on of the early getting started videos. I might have to go back and look at that.
As far as resource handling is concerned, I want to be able to arbitrarily name my resources and associate that name with the actual external name. The few pieces of sample code I've looked at have just directly used the file name in question. I want to be able to easily change the files behind the scenes without changing the code (or lamely re-naming the files to match what's in the code). So I'll also have to look into how the resources are managed.
Lots to do! Maybe a book will help.
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